Node Reference
Every node in ArcBrush, by category. Each page covers what the node is for, its parameters with defaults and ranges, and usage tips.
Inputs
Section titled “Inputs”- Image Folder - Load all images from a folder as a batch
- Image In - Load PNG, JPEG, PSD, OpenEXR, SVG, and more from disk or clipboard
- Model Textures - Read a model’s own textures as one texture set per material
- SVG Import - Vector import with resolution-independent rasterization
- Texture Folder - Load a folder of maps as a texture set, matched by file name
Generators
Section titled “Generators”- 3D Render - Render a texture set on a 3D mesh with lights and an HDR environment
- Canvas - Solid color starting point at any resolution
- Gradient - Linear, radial, angular, and diamond gradients with multi-stop colors
- Noise - Perlin, Simplex, Voronoi, Blue, and more, with fBm and domain warp
- Pattern - Checkerboard, stripes, dots, hex grid, brick
- Pixel Art - Pixel-precise sprite editor with layers, an indexed palette, and symmetry
- Shape - Rectangles, ellipses, polygons, and stars with dashed strokes and tiling
- Text - Render text with system fonts or custom .ttf/.otf files
- Trim Sheet - Named, colored trims in any layout for a trim sheet template, with its layout ready for ZenUV and Export Data
- UV Grid - Labeled, seamless color grid that shows stretching, seams, and flipped islands on a model
- UV Layout - Draw a model’s UVs as a texture to paint against, with islands, overlaps, and mirrored halves
Transform
Section titled “Transform”- Arrange - Place any number of images side by side or stacked, or put trims back at their original positions
- Corner Pin - Four-point perspective warp
- Crop - Trim each edge, or cut an exact size or aspect ratio
- Displace - Pixel displacement driven by a grayscale or color map
- Hex Tile - Break up visible tiling repetition with randomly rotated, blended hex cells
- Lens Distortion - Apply or correct barrel, pincushion, and mustache lens distortion
- Mesh Warp - Deform an image by dragging the points of a smooth control grid
- Mirror - Flip horizontally, vertically, or both, or mirror radially around a center
- Offset - Shift the image horizontally or vertically with optional edge wrapping
- Pad - Add border padding, or pad to an exact canvas size
- Path Warp - Bend a picture along a path or mask edge: curved text, ribbons, rope
- Polar Remap - Wrap a picture into rings or unwrap it into a strip, plus Droste zooms
- Puppet Warp - Pose and bend artwork with draggable pins on a deformation mesh
- Resize - Scale to exact dimensions or percentage with multiple algorithms
- Rotate 90 - Pixel-perfect 90/180/270 degree rotation with no interpolation
- Smart Scale - Content-aware resize via seam carving
- Sprite Sheet - Pack batch frames into a sprite sheet image
- Tile - Grid-based image repeat with mirror mode
- Transform - Translate, rotate, scale with interpolation control
- Trim - Auto-crop transparent or solid-color edges
Filter
Section titled “Filter”- Bevel - Turn a mask into a beveled height ramp and matching normal map
- Blur - Gaussian, bilateral, box, median, motion, edge-preserving, radial, zoom blur
- Chromatic Aberration - Per-channel radial or uniform lens color fringing
- Denoise - Noise reduction preserving edges and detail
- Drips - Run each drop down its own path for rain on glass, leaks, and paint drips
- Drop Shadow - Configurable offset, blur, color, and opacity
- Edge Detect - Canny edge extraction with adjustable stroke width
- Emboss - Directional emboss with angle and strength
- Film Grain - Physically modeled film grain with seven calibrated stock presets
- Glow - Bloom/glow effect with threshold and radius control
- Halftone - Newspaper, manga, and print dot screens in grayscale, RGB, or CMYK
- High Pass - Isolate fine detail for sharpening and frequency separation
- Inpaint - Remove objects by filling a masked area from the rest of the image
- Lens Blur - Camera defocus with real bokeh, uniform or driven by a depth pass
- Outline - Inner, outer, or center stroke around non-transparent regions
- Paint - Freehand painting and clone stamping on an image or blank canvas
- Pixel Sort - Glitch-art pixel reordering along rows, columns, angles, or polar spokes
- Pixelate - Reduce to chunky pixels for pixel art
- Relight - Point and directional lights driven by a normal map, with specular
- Scatter - Stamp randomized copies over an area, in a circle, or along a path
- Seamless Blend - Make any image tileable
- Sharpen - Unsharp mask and detail enhancement
- Slope Blur - Smear a picture or a texture set along the slope of a map
- Vignette - Edge darkening with shape, size, and falloff
Texture
Section titled “Texture”- Ambient Occlusion - Soft contact shading from a height map or a texture set
- Curvature - Read edges and cavities from a normal or height map as wear masks
- Height Layer - Stack height maps into one surface, plus a mask of which row wins
- Normal Layer - Stack tangent-space normal maps with per-row placement
- Normal Map - Generate normal maps from grayscale images
- Normal to Height - Turn a normal map back into a height map
- Split Texture - Split a texture set into its individual role maps
- Texture - Assemble maps into one texture set that travels on a single wire
- Texture Layer - Stack whole texture sets, with height deciding which surface shows
Composite
Section titled “Composite”- Composite - Blend two images with 18 layer blending modes
- Layer - Stack any number of images with per-layer blend mode and opacity
- Merge - Porter-Duff coverage compositing: Over, In, Out, Stencil, Plus, and more
- Premult - Convert straight alpha to premultiplied for correct compositing math
- Unpremult - Convert premultiplied alpha back to straight before color corrections
- Remove Background - Transparent cutout of the subject, processed in the cloud
- Upscale - Enlarge up to 4x with reconstructed detail, processed in the cloud
- Color Range - Select pixels by color similarity
- Cryptomatte - Pick objects by ID matte data from a render engine’s EXR
- Magic Wand - Flood-fill contiguous color selection from seed points
- Mask Apply - Apply a mask as the alpha channel of an image
- Mask Boolean - Union, intersect, subtract, and difference of two masks
- Mask From Image - Extract masks from alpha, luminance, or any channel
- Mask Paint - Paint a mask freehand with the current brush
- Mask Refine - Erode, dilate, feather, and threshold masks
- Roto - Interactive bezier spline rotoscoping
- Apply LUT - Apply a LUT file (.cube, .3dl, more) as a color-managed look
- Auto Adjust - Live auto contrast, auto color, and white balance that follow the image
- Black and White - Grayscale with per-hue channel sliders and film-style presets
- Brightness/Contrast - Brightness and contrast with S-Curve or Linear modes
- Channel Merge - Combine four single-channel images into one RGBA image
- Channel Shuffle - Rearrange, swap, or fill RGBA channels
- Channel Split - Split an RGBA image into four single-channel images
- Clamp - Limit values to a range with an optional soft knee
- Color Balance - Shadows/midtones/highlights color shifting
- Color Overlay - Solid color overlay with 18 blend modes and adjustable opacity
- Color Remap - Single-color hue/saturation shift preserving luminance
- Curves - Spline curve adjustment, master or per channel
- Dither - Ordered (Bayer), error-diffusion, and noise dithering
- Exposure - Adjust exposure in EV stops, working in linear light
- Gradient Map - Map luminance range to a color gradient
- HSB - Hue, saturation, brightness adjustment
- Invert - Invert any combination of color and alpha channels
- Levels - Input/output range with per-channel gamma control
- Local Contrast - Bring out local detail with tile-based histogram equalization
- Palette - Define named color slots for variant generation
- Palette From Gradient - Sample a palette from a gradient
- Palette From Image - Auto-extract dominant colors from any image
- Palette Remap - Recolor one source color into each palette slot, one variant each
- Posterize - Reduce color levels for stylized flat-color look
- Quantize - Reduce to N colors with optional dithering
- White Balance - Remove a color cast, or warm and cool with Temperature and Tint
- Chroma Key - Green or blue screen removal with spill suppression
- Despill - Remove green, blue, red, or custom key-color spill after keying
- Luma Key - Key out a brightness range, with a separate matte output
Export
Section titled “Export”- Export Batch - Export all batch frames as named files or sprite sheets
- Export Data - Write a CSV, JSON, or custom text file listing what is wired in
- Export Image - Save one output as PNG, JPEG, WebP, TIFF, PSD, OpenEXR, and more
- Export Texture - Write a texture set’s maps in a destination’s naming and packing
Utility
Section titled “Utility”- Collect - Bundle images into a single batch for pipeline processing
- Inspect - Read an image’s size, values, alpha, and source without changing it
- Reroute - Pass-through dot for routing wires (on the Graph Basics page)
- Separate - Split disconnected foreground objects into a batch of per-object crops
- Split - Decompose a batch into individual images or sub-batches
- Tag - Rename frames and attach key/value tags without touching a pixel